System Two B&B

System Two
Brains & Brawn ™

©2019 Ordo Octopia


B&B has been in ongoing development for a long time. 
Fine-tuning, tweaking, adapting, trying things out, revising, refining. 
It has been a fun process. 

We are pleased to announce the final update to what is described in-house as System Two.
It will eventually be released commercially simply as Brains&Brawn ™

Here are the updates:


Simplified Magic at Statistic Level 

The major change in System Two is a decision to simplify the magic system; to make it both more realistic and closer to the original concept. The Magic stat was originally added so a Wizard did not get dumber by losing a Brain point every time s/he cast a spell. Magic points were supposed to be a pool for the wizard to use when casting spells, somewhere along the way the idea became that the Magic statistic is how good the spellcaster is at magic while an additional Power statistic was added to use as the pool. On top of this was then added that Wizards can use external sources of magical Power instead of from their own pool, using enchanted items as battery-packs to recharge from, or even draining Power from other people.

System-Two rectifies this: we did away with Power as a Character statistic. Enchanted items still have a measure of Power, which is now simply called Magic and is rated numerically to show how much Magic it has got in it. Wizards use Magic points to cast spells (as in the original basic system), although determining the Source of that Magic is now a thing.

However; despite simplifying Magic at the statistic level, magic in System Two has been expanded upon vastly and at the same time refined so it makes more sense. Effectively it now makes more Results possible than ever before and encourages player imagination and problem resolution. Mostly it deals with consequence and as such it encourages responsibility and accountability for using magic at all.

A reminder that accumulating Magic in one area has an additive effect, because Magic 'glows' to supernatural creatures which feed upon it and/or are attracted to it. The more magical items a Wizard has, the more chances some type of spirit will latch onto them and plague the Wizard not only from their demonic antics but from the pious profession of DemonSlayers who regard magic as evil and Wizards as diabolical scum.

For this reason is the addition of Kamu.
Kamu is a term which derives from the twinned concepts of Kami and Kama / Karma.  



Statistics

Brains - a measurement of intelligence and wits
Brawn - a measurement of how physically strong a character is
Heart - a measurement of how empathic and loving a character is, bravery & boldness
Craft - a measurement of ability to make things with their hands
Speed - a measurement of how fast a character is, reflexes, agility, dexterity, general movement
Magic - a measurement of how much magic a character can wield, given a power source


Lores & Skill Sets

Skill Sets are related to occupational learning. They are intentionally vague, to reduce unnecessary and time wasting detail. They are based on common sense. It should be obvious what sort of skills belong in a skill set.


Spell Casting (in 5  easy steps)

1. Intent. Wizard decides on what Result s/he wants. At this stage it is called an Intent.
2. Runes. Wizard determines which Control and Element runes are necessary to create that Result.*
3. Power Source. Wizard trades Magic points (from their own Statistic or from any enchanted items they hold which have a numerical Magic value) necessary for casting the spell. The more impact the intended Result should have, the higher number of points required to be spent.
4. Luck. Dice rolls are made to see if the spell works at all, whether it works perfectly (6), or more likely is somewhere between close approximation of the desired Result and an absolute catastrophe; or simply fails (1).
5. Result. The Result is implemented into gameplay.


* NB: Assuming the Wizard actually knows the relevant Control and Element components required to create the desired Result. Most Wizards have a minimal grasp of the fundamentals of Magic even with apprenticeship to a Master and after a lot of study.


By default: A Wizard knows as many Controls and Components as s/he has points in the Magic statistic. A Wizard knows at least 1 Control and 1 Element, and cannot be much of a Wizard if they know less than this (although some Scholars may learn one or the other after a lot of research, without the ability to actually cast spells). Thus, Wizards specialize and are forced to be ingenious with what they can actually do and how useful their Results are to themselves and others. Most Wizard players opt to give their character Magic 5 at Character Creation.



Spell Craft

'Intent' is the word used to describe what a Wizard wants to do with any particular experiment with magic.

'Result' is the word used to describe the Outcome (both the specified outcome and/or the actual outcome) of any spellcrafting.

Results are created by combining 1 Element with 1 Control, or for more complicated spells (which take longer because more Runes are involved), more than one Control or Element as relevant. For Spell Craft, the Result is decided first before appropriate Runes


Controls & Elements

When deciding which Control and Element is required for any specified Result, the most closest approximation is used.

There are 8 Elements and 16 Controls split into 8 pairs. Each of these 24 concepts has an appropriate Rune. Thus, controls and elements are collectively and individually called Runes. Take note, this arrangement is the basic principle; there are other Runes/concepts which do exist in the world despite being outside the core system as it stands and is taught.


CONTROLS

Bigger / Smaller
Faster / Slower
Softer / Harder
Absorb (take) / Invest (give)
Restore (mend) / Reflect (mirror or repel)
Activate (on/off) / Shape (change)
Bind (fix) / Summon (bring)
Levitate (move place) / Area (specify place)


ELEMENTS 

Air
Water 
Fire 
Earth 
Metal
Plant
Flesh
Spirit


Spirit is sometimes alternately described as Sentience, Mind, Soul or Ghost. It is counted as substantial because the relative location of a discarnate consciousness can be accurately pin-pointed. Comparatively, Fire and Air are counted as substantial and individual. It is the qualitative properties of a thing which associate it to be one Element or another.
 

Runes Scrolls, Spell Scrolls, Scroll Cards

A Spell consists of Intent, Control and Element. 
A Result is what happens after all that comes together.
Control + Element = Result
In an ideal world, the Intent and Result are the same. 
In practice they often vary widely and are extremely different.


In Brains&Brawn, a deck of 24 Rune Scrolls is used (8 Elements and 16  Controls in 8 pairs, some of opposites and some of similar-related). In the tabletop game, each of these has its own Card. A Wizard's Player selects which of these are known by the Wizard at Character Creation. A Wizard knows at least one Control and at least one Element. 

In addition there are some example Spell Scrolls which are widely known by many Wizards and the Results recognized even by non-Wizards. They comprise of a ready-made arrangement of components (Control Rune, Element Rune, Power Source, Result). These are regarded by many fools as 'safe spells' because they are less experimental than theoretical spells. They are included to give some practical, fast-play spells for beginner characters to use without having to use their own imaginations and the system mechanic of Intention Plans.

There are in theory an infinite number of possible Results. There are however a limited number of combinations of Controls and Elements (8x16x8=1024) if simply using one of each type of Rune (Control and Element). However this greatly expands when complicated spells incorporate other spells into them.

eg; Intention Plan = Control + (Control + Element = Spell) + (Element) = Result

 Conjure** (Levitate + Fire = fireball) + (gasoline=liquid='Water') = Fireball spell

 ** The Conjure Rune is a variant on Summon. Conjure creates, Summon teleports a thing from wherever it is, to the Caster. We are keeping this simple: Conjure happens if you know how, even if you do not know how using atom-stacking to manifest physical objects from nothing works. 


Tomes

A Wizards Journal is called a Tome. Tomes are records of their knowledge and research into Magic. They contain not only Spells but stories associated with Spells, advice and awareness relating to experimenting with Magic. 

In practical purposes, a Wizards Tome consists of Control and Element Cards, Intention Plans, Records of Results, and any other relevant information to do with Magic such as Notes, Observations and Legends.


Intention Plans

Intention Plans are maps of the Cause&Effect ritual system of performing magic to give a desired Result.

They consist of three parts:

1. Intent/Desired Result
2. Runes (Control & Element)
3. Power (points cost and magnitude of the result is the same)


As a generalization, every extra Point of magic invested into a spell doubles its impact. A single point affects an area approximately the size of a candle flame or the palm of a hand or an acorn.

So for example, the Control Rune called Bigger will double the effect for every extra magic point put into it. The first point doubles it, the second point doubles that, the third point doubles that, and so on. Expressed another way, it does not go; 1,2,3,4,5; it goes 1,2,4,8,16.


Kamu

Kamu is a term which derives from the twinned concepts of Kami and Kama / Karma

Kami/Kama is magical taint. It measures the consequences of any magical interference with The Weave Of Life. Everytime a Wizard uses magic, his Kamu score goes up by one point, whether the spell works as intended or otherwise. In practice it is a measure of the Wizards relationship with Spirits, Demons and other supernatural entities.

The higher a characters measure of Kamu, the more likely the Wizard is to attract such entities and the more powerful they are likely to be. If a Wizards Kamu score is higher than his or her Magic score, such a spirit or demon is attracted; and must be dealt with accordingly.

Kamu is not only a numeric score, it is also a description of the sort of creature summoned, this is based on the sort of magic involved. Because the B&B magical system is divided into Elements and Controls and is measured in terms of Power, any use of magic which attracts a demon immediately describes the Form and Abilities of any demon, plus how powerful it is.

What would most probably have happened if magic was not involved?
How did the magic change the events which grew from that moment?
How can the disruption be harmonized to dispel the demon?


Demons

'DemonSlayer' is an occupation in this game, one which describes all non-physical or manifest supernatural elements as 'demons' whether they are good or bad. There is a determination between supernatural and mythical; a mythical creature is a recognizable 'type' and thus is not deemed to be supernatural, although DemonSlayers might not care about that difference. Demons are always unique because they find their form, powers and personalities through whatever energy is available to them. This is typically misuse, or 'imbalance', of Magic. 

Demon Attributes:
Power (Magic):
Element:
Abilities (Control):
Negation (criteria):

Demons can be assigned normal Character Statistics, if they can amass sufficient energy (Power). Initially they have 1 point in each Attribute for each point of Power. Their Magic score is always equal to the amount of Power. A Demons Skill Set is 'absorb energy' (magic points) which they do at the rate of 1 point of Power taken from a target over the duration of the Power (Magic) rate of turns, hours, days, etc depending on whichever is most relevant to the story and the creatures nature. The diversity of possibilities necessitates this remains open to the Gamesmasters interpretation.

Drain by Kamu Demons is the main cause for Wizards to suffer chronic fatigue. Often the easiest way for a Wizard to get the problematic demon off his/her back is to Bind it into an object or place. Those living in proximity to such an entity are energetically ground down, worn out, for which the proper term is 'zombie' not in the flesh-eating crypt-dwelling sense but simply as one who cannot think clearly from exhaustion and who is controlled by the whispering guidance of a demon which has latched onto them. The last thing communities want is a Wizard capable of world-changing magic to be low on energy and controlled by the selfish needs of a demon.

Negation is the criteria which must be met to dissolve the Demon from existence. It is unique and relevant to its Creation. Not all Wizards intend to dispel their Demons, bartering with them, binding them, using them as tools. Demons typically plague their summoner and anyone else they can latch onto as a source of energy; they prefer Magical people, objects and places. As a result, magical items and places typically have Demons inhabiting and guarding them, which makes for great story potential.



MAGICAL SYSTEM OVERVIEW

2 sorts of Runes:
Elements (8)
Controls (16 in 8 pairs)

Spells are Intent + Power using Runes to 'shape' the magical energy.
Result is what actually happens. 

Magic acquires personal Kamu.
Kamu attracts and defines Demons. 






Brains&Brawn™ rules system is ©2019 Ordo Octopia
Permission to use for non-profit roleplaying purposes only. 
All Rights Reserved.




Even Dwarves Started Small


Charley: "Am I a good GM, dad?" 


We were playing MB's HeroQuest. 

Not my original set - my evil brother sold that for drugs money when I was studying in university in 1999. I got a bargain replacement on eBay in 2017, a fully working, all-the-bits-are-there complete set for uk£50, half what every other seller is asking, the going rate. My dad got it at the original price of £13 when it came out after seeing the amazing advert on tv. Seemed a lot of money back in those days. 





Charley and I had already done the brown Quest Book cover-to-cover with me as GM; now it was his turn. He's as hooked on it at age 8 as I had been age 12. He's also a better GM than I was at that age.

Why? Because he improvises. Because he takes an idea and dances with it. Because after a year of playing Skyrim like a pro he's full of inspiration. Because he's trying to impress me with his imagination

The idea was improvisation. It started when I took a different set of the four Heroes from my collection of miniatures. A Barbarian, a Wizard, an Elf and a Dwarf. 

The Elves are always snooty and think they're better than everyone else, talking in posh nasal accents and annoyingly usually getting it right although usually requiring the Wizard to heal them somewhere along the way. Either that or the other characters simply kill them off, it depends on the mood of the day.

But its the Dwarves who deserve special mention. In our play-through's we've already had Speedy the Dwarf, Nobby the Dwarf, Bobby the Dwarf, Dave the Dwarf, and so on. Somehow the Dwarf is always the butt of everyone's jokes and somehow they all end up dead while the other characters escape. We've gone through more Dwarves than Snow White. 

Tiny-The-Dwarf, is a giant among Dwarves. Literally, because while most 28mm and 32mm miniatures are believably interchangeable, The-Dwarf is a head and shoulders above them. Sold as a 32mm model, he'd fit into a 42mm model set easily if there is such a thing.  

This is especially funny because the Barbarian miniature chosen to accompany the group on this particular occasion is notably small compered with the other 28mm miniatures he's supposed to accompany. As a result, the muscle-bound Conan-like Barbarian in our party is literally the same height as the Dwarf. Which obviously is very funny and immediately became a part of the party's dynamic. 

The banter between the characters is an enjoyable part of our play, they ridicule each other, friendships are formed, we both actually cried when our very first character tragically died, who happened to be the longest surviving Dwarf we've had, simply because by then we'd grown so attached to him and his role in the group interplay.

"Tiny" the Giant Dwaf and Shorty The Barbarian,  Eye-To-Eye

So we have a giant Dwarf, who left his Dwarven kingdom because he was too tall and set out to seek adventure in the world, who is clearly overconfident as a result of it; and we have an irate short-tempered, short-statured Barbarian who set out to seek adventure because he's fed up of being called short-ass. They make a great team. 

The Elf is a typical robed Archer type with stereotypical posh voice and superiority complex. The Wizard is a Gandalf clone with a broken staff who bumbles around behind the others not doing much until his spells are needed for healing or fighting. 

The magic system in HeroQuest is really good, being based on the Four cardinal Elements and there being three spells for each element, but its also severely limited especially when you want to actually do something useful but have run out of both useful spells already. After reading the brilliant Ars Magica rulebook again several years ago, taking the very best of the very best, has helped to establish the MAGIC SYSTEM FOR BRAINS & BRAWN™ ©2019 Ordo Octopia  for desktop dungeons.


©1989 MB Games no copyright infringement intended, shared for educational purposes only

The heroes killed all the greenskins in the dungeon very quickly. Charley like his dad loves the Chaos Warrior models and had used one of them to represent the Dungeon Boss. Apparently the guy had been using Orcs, a few Goblins and some one-eyed Fimir to perform banditry on the local population so the King had sent my boys in as problem-slayers. 

Adaptations to the Map: Instead of a table from the HQ box, in the first room; Charley added a lot of realism to the dungeon by replacing it with a Skyrim style fire-pit I had made from slivers of XPS-foam (the very best stuff for making custom dungeons with) and PVA-Glue-mixed-with-Grey-acrylic-paint-(then-drybrushed-with-white) and burnt twigs. Yes I have burnt twigs. That's normal. It's from White Sage. Keep reading.

Charley wants to be a Blacksmith when he grows up and had discovered in my Old Treasure Trove Of RPG Stuff, a 3"x1" printed-on-card forge tile from Games Workshop's Advanced HeroQuest which I had saved up for myself for ages but have never played, because everyone else was fed up of HeroQuest by then and had grown out of it. Bastards. I'm fairly sure its the only surviving bit of either of those games I have left but for a small handful of Skaven (Ratmen) and Henchmen (boring pikeys).

I remember flasks of Greek Fire and the pikeys designed for stabbing diagonally like the Spear in original MB HeroQuest can do (as can the Wizards Staff), which clearly made the winning strategy to stand in a doorway, unleash napalm into a room of ratskins and have the Pikeys clean up any survivors as they came screaming Ratty Atrocities (Ratrocities™ and obviously RetroRatro-cities™) full tooth and claw and waving shorter-stumpier-pikeys around. Ah sweet dreams of teenage innocence. I remember also the necessity for the AHQ Wizards to gather spell ingredients (remember that comment about White Sage?) in the dungeons for using in their spellcraft, which essentially meant Moss, Pebble and Rat-Shit spell-elements (spellements?) were the order of the day.  Night. Underdark.


©1989 MB Games no copyright infringement intended, shared for educational purposes only

Charley: "The dead Warrior's armour and Axe are glowing with a dark aura." Remember, the kid has been studying Skyrim. When he puts on a creepy, cajoling voice, it's sinister and yet somehow indefinably compelling. "Do you ... want to ... pick them up? Do you want to ... use them?" 

Curiosity and playing his game got the better of me. His excitement and enthusiasm is infectious. 

"The Dwarf picks up the Dark Axe and the Barbarian puts on the Dark Armour." Says I. A part of me knows better. Sometimes, you gotta do what you gotta do. For the sake of the story and keeping an eight year old happy.

Immediately the Axe possesses the Dwarf and the Armour possesses the Barbarian, who boosted by the evil power of these items are now ten times harder to beat than ever and also who immediately turn upon the injured Elf and exhausted Wizard, fully intending to kill them maliciously.

"Damn it. I should have seen that coming."  Says I.

The battle was tough. The Elf and Wizard together take out the Barbarian and then leg it as fast as they can, slamming the door behind them and escaping the Dungeon before the Dwarf can catch up. The Dwarf meanwhile gives up the chase and while they are running away, pulls the Evil Armour off the Barbarian and puts it on himself. Remember, this Dwarf is a giant among Dwarves already. With the Dark Armour and Dark Axe, he begins to mutate. He begins to grow. He is filled with a surge of evil power. The last thing the surviving heroes hear as they escape to the Stairs and safety is a booming voice: "I will hunt you. I will kill you. I will return! Hahahhaaaaaha"

Game session ends on the promise of a sequel.


"Tiny" the Devil-Dwarf after his transformation and Shorty The Barbarian



FOOTNOTE

The title for this blog post is taken from a 1970 movie by Werner Herzog which does with film and the viewers psyche what is excruciatingly difficult to explain, much less give someone as an experience. Half-way through the movie, the viewers mind flips over from one state of perception to another, and if you are astute, you observe this happening to it; aware now that it can happen, you begin to question why you are not aware of it (such perceptual shifts) happening more often. It's liberating.